com.unity.netcode.gameobjects@1.0.0-pre.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.0-pre.4] - 2021-01-04 ### Added - Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565) ### Removed - Removed `com.unity.modules.ai` package dependency (#1565) - Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398) ### Fixed - Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354) - Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393) - Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379) - Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402) - NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385) - Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383) - Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434) - Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390) - Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500) - Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511) - Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323) ### Changed - The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384) - Updated com.unity.collections to 1.1.0 (#1451)
This commit is contained in:
@@ -15,8 +15,10 @@ namespace Unity.Netcode.RuntimeTests.Metrics
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public class MessagingMetricsTests : DualClientMetricTestBase
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{
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private const uint k_MessageNameHashSize = 8;
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private static readonly int k_NamedMessageOverhead = (int)k_MessageNameHashSize + FastBufferWriter.GetWriteSize<MessageHeader>();
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private static readonly int k_UnnamedMessageOverhead = FastBufferWriter.GetWriteSize<MessageHeader>();
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// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
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private const int k_MessageHeaderSize = 2;
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private static readonly int k_NamedMessageOverhead = (int)k_MessageNameHashSize + k_MessageHeaderSize;
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private static readonly int k_UnnamedMessageOverhead = k_MessageHeaderSize;
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protected override int NbClients => 2;
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@@ -14,6 +14,8 @@ namespace Unity.Netcode.RuntimeTests.Metrics
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{
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private const string k_NewNetworkObjectName = "TestNetworkObjectToSpawn";
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private NetworkObject m_NewNetworkPrefab;
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// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
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private const int k_MessageHeaderSize = 2;
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protected override Action<GameObject> UpdatePlayerPrefab => _ =>
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{
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@@ -58,7 +60,7 @@ namespace Unity.Netcode.RuntimeTests.Metrics
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var ownershipChangeSent = metricValues.First();
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Assert.AreEqual(networkObject.NetworkObjectId, ownershipChangeSent.NetworkId.NetworkId);
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Assert.AreEqual(Server.LocalClientId, ownershipChangeSent.Connection.Id);
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Assert.AreEqual(FastBufferWriter.GetWriteSize<ChangeOwnershipMessage>() + FastBufferWriter.GetWriteSize<MessageHeader>(), ownershipChangeSent.BytesCount);
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Assert.AreEqual(FastBufferWriter.GetWriteSize<ChangeOwnershipMessage>() + k_MessageHeaderSize, ownershipChangeSent.BytesCount);
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}
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[UnityTest]
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@@ -11,7 +11,9 @@ namespace Unity.Netcode.RuntimeTests.Metrics
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{
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internal class ServerLogsMetricTests : SingleClientMetricTestBase
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{
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private static readonly int k_ServerLogSentMessageOverhead = 2 + FastBufferWriter.GetWriteSize<MessageHeader>();
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// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
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private const int k_MessageHeaderSize = 2;
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private static readonly int k_ServerLogSentMessageOverhead = 2 + k_MessageHeaderSize;
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private static readonly int k_ServerLogReceivedMessageOverhead = 2;
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[UnityTest]
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@@ -13,7 +13,9 @@ namespace Unity.Netcode.RuntimeTests.Metrics
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{
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internal class TransportBytesMetricsTests : SingleClientMetricTestBase
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{
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static readonly long MessageOverhead = 8 + FastBufferWriter.GetWriteSize<BatchHeader>() + FastBufferWriter.GetWriteSize<MessageHeader>();
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// Header is dynamically sized due to packing, will be 2 bytes for all test messages.
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private const int k_MessageHeaderSize = 2;
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static readonly long MessageOverhead = 8 + FastBufferWriter.GetWriteSize<BatchHeader>() + k_MessageHeaderSize;
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[UnityTest]
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public IEnumerator TrackTotalNumberOfBytesSent()
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@@ -450,7 +450,7 @@ namespace Unity.Netcode.RuntimeTests
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if (!waitResult.Result)
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{
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throw new Exception();
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Assert.Fail("Predicate condition failed");
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}
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}
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@@ -103,6 +103,8 @@ namespace Unity.Netcode.RuntimeTests
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var serverNetVarCount = serverNetVarsToUpdate.Count;
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yield return new WaitForSeconds(0); // wait a frame to make sure spawn is done
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// todo: with Snapshot spawns enabled and the current race condition, the following line is needed:
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// yield return new WaitForSeconds(0.2f); // wait a bit to fix the spawn/update race condition
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foreach (var netVar in serverNetVarsToUpdate)
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{
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@@ -0,0 +1,132 @@
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using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Tests that check OnNetworkDespawn being invoked
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/// </summary>
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public class NetworkObjectOnNetworkDespawnTests
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{
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private NetworkManager m_ServerHost;
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private NetworkManager[] m_Clients;
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private GameObject m_ObjectToSpawn;
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private NetworkObject m_NetworkObject;
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internal class OnNetworkDespawnTestComponent : NetworkBehaviour
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{
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public bool OnNetworkDespawnCalled { get; internal set; }
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public override void OnNetworkSpawn()
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{
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OnNetworkDespawnCalled = false;
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base.OnNetworkSpawn();
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}
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public override void OnNetworkDespawn()
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{
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OnNetworkDespawnCalled = true;
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base.OnNetworkDespawn();
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}
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}
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[UnitySetUp]
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public IEnumerator Setup()
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{
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Assert.IsTrue(MultiInstanceHelpers.Create(1, out m_ServerHost, out m_Clients));
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m_ObjectToSpawn = new GameObject();
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m_NetworkObject = m_ObjectToSpawn.AddComponent<NetworkObject>();
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m_ObjectToSpawn.AddComponent<OnNetworkDespawnTestComponent>();
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// Make it a prefab
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MultiInstanceHelpers.MakeNetworkObjectTestPrefab(m_NetworkObject);
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var networkPrefab = new NetworkPrefab();
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networkPrefab.Prefab = m_ObjectToSpawn;
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m_ServerHost.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
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foreach (var client in m_Clients)
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{
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client.NetworkConfig.NetworkPrefabs.Add(networkPrefab);
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}
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yield return null;
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}
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[UnityTearDown]
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public IEnumerator Teardown()
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{
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// Shutdown and clean up both of our NetworkManager instances
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if (m_ObjectToSpawn)
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{
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Object.Destroy(m_ObjectToSpawn);
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m_ObjectToSpawn = null;
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}
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MultiInstanceHelpers.Destroy();
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yield return null;
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}
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public enum InstanceType
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{
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Server,
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Host,
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Client
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}
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/// <summary>
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/// Tests that a spawned NetworkObject's associated NetworkBehaviours will have
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/// their OnNetworkDespawn invoked during NetworkManager shutdown.
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/// </summary>
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[UnityTest]
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public IEnumerator TestNetworkObjectDespawnOnShutdown([Values(InstanceType.Server, InstanceType.Host, InstanceType.Client)] InstanceType despawnCheck)
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{
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var useHost = despawnCheck == InstanceType.Server ? false : true;
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var networkManager = despawnCheck == InstanceType.Host || despawnCheck == InstanceType.Server ? m_ServerHost : m_Clients[0];
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// Start the instances
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if (!MultiInstanceHelpers.Start(useHost, m_ServerHost, m_Clients))
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{
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Debug.LogError("Failed to start instances");
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Assert.Fail("Failed to start instances");
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}
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// [Client-Side] Wait for a connection to the server
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yield return MultiInstanceHelpers.WaitForClientsConnected(m_Clients, null, 512);
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// [Host-Server-Side] Check to make sure all clients are connected
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var clientCount = useHost ? m_Clients.Length + 1 : m_Clients.Length;
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yield return MultiInstanceHelpers.WaitForClientsConnectedToServer(m_ServerHost, clientCount, null, 512);
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// Spawn the test object
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var spawnedObject = Object.Instantiate(m_NetworkObject);
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var spawnedNetworkObject = spawnedObject.GetComponent<NetworkObject>();
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spawnedNetworkObject.NetworkManagerOwner = m_ServerHost;
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spawnedNetworkObject.Spawn(true);
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// Get the spawned object relative to which NetworkManager instance we are testing.
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var relativeSpawnedObject = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
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yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.GetComponent<OnNetworkDespawnTestComponent>() != null), networkManager, relativeSpawnedObject));
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var onNetworkDespawnTestComponent = relativeSpawnedObject.Result.GetComponent<OnNetworkDespawnTestComponent>();
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// Confirm it is not set before shutting down the NetworkManager
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Assert.IsFalse(onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
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// Shutdown the NetworkManager instance we are testing.
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networkManager.Shutdown();
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// Since shutdown is now delayed until the post frame update
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// just wait 2 frames before checking to see if OnNetworkDespawnCalled is true
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var currentFrame = Time.frameCount + 2;
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yield return new WaitUntil(() => Time.frameCount <= currentFrame);
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// Confirm that OnNetworkDespawn is invoked after shutdown
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Assert.IsTrue(onNetworkDespawnTestComponent.OnNetworkDespawnCalled);
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}
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}
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: e946a6fdcfcb9dd48b76b38871c0a77b
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guid: 93f8ca7aa8b616746a1c15592830b047
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -115,6 +115,9 @@ namespace Unity.Netcode.RuntimeTests
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Assert.That(clientNetworkManager.SpawnManager.SpawnedObjects.ContainsKey(dummyNetworkObjectId));
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}
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// Verifies that removing the ownership when the default (server) is already set does not cause
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// a Key Not Found Exception
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m_ServerNetworkManager.SpawnManager.RemoveOwnership(dummyNetworkObject);
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var serverObject = m_ServerNetworkManager.SpawnManager.SpawnedObjects[dummyNetworkObjectId];
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var clientObject = m_ClientNetworkManagers[0].SpawnManager.SpawnedObjects[dummyNetworkObjectId];
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@@ -11,9 +11,19 @@ namespace Unity.Netcode.RuntimeTests
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{
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public uint SomeInt;
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public bool SomeBool;
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public static bool NetworkSerializeCalledOnWrite;
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public static bool NetworkSerializeCalledOnRead;
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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if (serializer.IsReader)
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{
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NetworkSerializeCalledOnRead = true;
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}
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else
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{
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NetworkSerializeCalledOnWrite = true;
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}
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serializer.SerializeValue(ref SomeInt);
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serializer.SerializeValue(ref SomeBool);
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}
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@@ -409,6 +419,28 @@ namespace Unity.Netcode.RuntimeTests
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);
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}
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[UnityTest]
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public IEnumerator TestINetworkSerializableCallsNetworkSerialize([Values(true, false)] bool useHost)
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{
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m_TestWithHost = useHost;
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yield return MultiInstanceHelpers.RunAndWaitForCondition(
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() =>
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{
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TestStruct.NetworkSerializeCalledOnWrite = false;
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TestStruct.NetworkSerializeCalledOnRead = false;
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m_Player1OnServer.TheStruct.Value =
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new TestStruct() { SomeInt = k_TestUInt, SomeBool = false };
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m_Player1OnServer.TheStruct.SetDirty(true);
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},
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() =>
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{
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return
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TestStruct.NetworkSerializeCalledOnWrite &&
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TestStruct.NetworkSerializeCalledOnRead;
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}
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);
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}
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[UnityTearDown]
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public override IEnumerator Teardown()
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{
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@@ -70,6 +70,7 @@ namespace Unity.Netcode.RuntimeTests.Physics
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yield return NetworkRigidbodyTestBase.WaitForFrames(5);
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// This should equal Kinematic
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Assert.IsTrue(serverPlayer.GetComponent<Rigidbody2D>().isKinematic == Kinematic);
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yield return NetworkRigidbodyTestBase.WaitForFrames(5);
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@@ -1,148 +0,0 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Used in conjunction with the RpcQueueTest to validate:
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/// - Sending and Receiving pipeline to validate that both sending and receiving pipelines are functioning properly.
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/// - Usage of the ServerRpcParams.Send.UpdateStage and ClientRpcParams.Send.UpdateStage functionality.
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/// - Rpcs receive will be invoked at the appropriate NetworkUpdateStage.
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/// </summary>
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public class RpcPipelineTestComponent : NetworkBehaviour
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{
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/// <summary>
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/// Allows the external RPCQueueTest to begin testing or stop it
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/// </summary>
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public bool PingSelfEnabled;
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/// <summary>
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/// How many times will we iterate through the various NetworkUpdateStage values?
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/// (defaults to 2)
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/// </summary>
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public int MaxIterations = 2;
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// Start is called before the first frame update
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private void Start()
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{
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m_MaxStagesSent = Enum.GetValues(typeof(NetworkUpdateStage)).Length * MaxIterations;
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//Start out with this being true (for first sequence)
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m_ClientReceivedRpc = true;
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}
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/// <summary>
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/// Determine if we have iterated over more than our maximum stages we want to test
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/// </summary>
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/// <returns>true or false (did we exceed the max iterations or not?)</returns>
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public bool ExceededMaxIterations()
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{
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if (m_StagesSent.Count > m_MaxStagesSent && m_MaxStagesSent > 0)
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Returns back whether the test has completed the total number of iterations
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/// </summary>
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/// <returns></returns>
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public bool IsTestComplete()
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{
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if (m_Counter >= MaxIterations)
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{
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return true;
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}
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return false;
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}
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private bool m_ClientReceivedRpc;
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private int m_Counter = 0;
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private int m_MaxStagesSent = 0;
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private ServerRpcParams m_ServerParams;
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private ClientRpcParams m_ClientParams;
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private NetworkUpdateStage m_LastUpdateStage;
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// Update is called once per frame
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private void Update()
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{
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if (NetworkManager.Singleton.IsListening && PingSelfEnabled && m_ClientReceivedRpc)
|
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{
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//Reset this for the next sequence of rpcs
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m_ClientReceivedRpc = false;
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|
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//As long as testing isn't completed, keep testing
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if (!IsTestComplete())
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{
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PingMySelfServerRpc(m_StagesSent.Count, m_ServerParams);
|
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}
|
||||
}
|
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}
|
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|
||||
|
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private readonly List<NetworkUpdateStage> m_ServerStagesReceived = new List<NetworkUpdateStage>();
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private readonly List<NetworkUpdateStage> m_ClientStagesReceived = new List<NetworkUpdateStage>();
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private readonly List<NetworkUpdateStage> m_StagesSent = new List<NetworkUpdateStage>();
|
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|
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/// <summary>
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/// Assures all update stages were in alginment with one another
|
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/// </summary>
|
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/// <returns>true or false</returns>
|
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public bool ValidateUpdateStages()
|
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{
|
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var validated = false;
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if (m_ServerStagesReceived.Count == m_ClientStagesReceived.Count && m_ClientStagesReceived.Count == m_StagesSent.Count)
|
||||
{
|
||||
for (int i = 0; i < m_StagesSent.Count; i++)
|
||||
{
|
||||
var currentStage = m_StagesSent[i];
|
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if (m_ServerStagesReceived[i] != currentStage)
|
||||
{
|
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Debug.Log($"ServerRpc Update Stage ({m_ServerStagesReceived[i]}) is not equal to the current update stage ({currentStage})");
|
||||
|
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return validated;
|
||||
}
|
||||
|
||||
if (m_ClientStagesReceived[i] != currentStage)
|
||||
{
|
||||
Debug.Log($"ClientRpc Update Stage ({m_ClientStagesReceived[i]}) is not equal to the current update stage ({currentStage})");
|
||||
|
||||
return validated;
|
||||
}
|
||||
}
|
||||
|
||||
validated = true;
|
||||
}
|
||||
|
||||
return validated;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Server side RPC for testing
|
||||
/// </summary>
|
||||
/// <param name="parameters">server rpc parameters</param>
|
||||
[ServerRpc]
|
||||
private void PingMySelfServerRpc(int currentCount, ServerRpcParams parameters = default)
|
||||
{
|
||||
Debug.Log($"{nameof(PingMySelfServerRpc)}: [HostClient][ServerRpc][{currentCount}] invoked.");
|
||||
|
||||
PingMySelfClientRpc(currentCount, m_ClientParams);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Client Side RPC called by PingMySelfServerRPC to validate both Client->Server and Server-Client pipeline is working
|
||||
/// </summary>
|
||||
/// <param name="parameters">client rpc parameters</param>
|
||||
[ClientRpc]
|
||||
private void PingMySelfClientRpc(int currentCount, ClientRpcParams parameters = default)
|
||||
{
|
||||
Debug.Log($"{nameof(PingMySelfClientRpc)}: [HostServer][ClientRpc][{currentCount}] invoked. (previous output line should confirm this)");
|
||||
|
||||
m_ClientReceivedRpc = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,13 +10,13 @@ namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
public class RpcTestNB : NetworkBehaviour
|
||||
{
|
||||
public event Action OnServer_Rpc;
|
||||
public event Action<ulong, ServerRpcParams> OnServer_Rpc;
|
||||
public event Action OnClient_Rpc;
|
||||
|
||||
[ServerRpc]
|
||||
public void MyServerRpc()
|
||||
public void MyServerRpc(ulong clientId, ServerRpcParams param = default)
|
||||
{
|
||||
OnServer_Rpc();
|
||||
OnServer_Rpc(clientId, param);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
@@ -42,11 +42,12 @@ namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
// This is the *SERVER VERSION* of the *CLIENT PLAYER*
|
||||
var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
|
||||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult));
|
||||
var clientId = m_ClientNetworkManagers[0].LocalClientId;
|
||||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == clientId), m_ServerNetworkManager, serverClientPlayerResult));
|
||||
|
||||
// This is the *CLIENT VERSION* of the *CLIENT PLAYER*
|
||||
var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper<NetworkObject>();
|
||||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
|
||||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == clientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
|
||||
|
||||
// Setup state
|
||||
bool hasReceivedServerRpc = false;
|
||||
@@ -59,15 +60,16 @@ namespace Unity.Netcode.RuntimeTests
|
||||
hasReceivedClientRpcRemotely = true;
|
||||
};
|
||||
|
||||
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += () =>
|
||||
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
|
||||
{
|
||||
// The RPC invoked locally. (Weaver failure?)
|
||||
Assert.Fail("ServerRpc invoked locally. Weaver failure?");
|
||||
};
|
||||
|
||||
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += () =>
|
||||
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().OnServer_Rpc += (clientId, param) =>
|
||||
{
|
||||
Debug.Log("ServerRpc received on server object");
|
||||
Assert.True(param.Receive.SenderClientId == clientId);
|
||||
hasReceivedServerRpc = true;
|
||||
};
|
||||
|
||||
@@ -79,7 +81,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
};
|
||||
|
||||
// Send ServerRpc
|
||||
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().MyServerRpc();
|
||||
clientClientPlayerResult.Result.GetComponent<RpcTestNB>().MyServerRpc(clientId);
|
||||
|
||||
// Send ClientRpc
|
||||
serverClientPlayerResult.Result.GetComponent<RpcTestNB>().MyClientRpc();
|
||||
|
||||
73
Tests/Runtime/StopStartRuntimeTests.cs
Normal file
73
Tests/Runtime/StopStartRuntimeTests.cs
Normal file
@@ -0,0 +1,73 @@
|
||||
using System.Collections;
|
||||
using NUnit.Framework;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
public class StopStartRuntimeTests
|
||||
{
|
||||
[UnityTest]
|
||||
public IEnumerator WhenShuttingDownAndRestarting_SDKRestartsSuccessfullyAndStaysRunning()
|
||||
{ // create server and client instances
|
||||
MultiInstanceHelpers.Create(1, out NetworkManager server, out NetworkManager[] clients);
|
||||
|
||||
try
|
||||
{
|
||||
|
||||
// create prefab
|
||||
var gameObject = new GameObject("PlayerObject");
|
||||
var networkObject = gameObject.AddComponent<NetworkObject>();
|
||||
networkObject.DontDestroyWithOwner = true;
|
||||
MultiInstanceHelpers.MakeNetworkObjectTestPrefab(networkObject);
|
||||
|
||||
server.NetworkConfig.PlayerPrefab = gameObject;
|
||||
|
||||
for (int i = 0; i < clients.Length; i++)
|
||||
{
|
||||
clients[i].NetworkConfig.PlayerPrefab = gameObject;
|
||||
}
|
||||
|
||||
// start server and connect clients
|
||||
MultiInstanceHelpers.Start(false, server, clients);
|
||||
|
||||
// wait for connection on client side
|
||||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientsConnected(clients));
|
||||
|
||||
// wait for connection on server side
|
||||
yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.WaitForClientConnectedToServer(server));
|
||||
|
||||
// shutdown the server
|
||||
server.Shutdown();
|
||||
|
||||
// wait 1 frame because shutdowns are delayed
|
||||
var nextFrameNumber = Time.frameCount + 1;
|
||||
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
||||
|
||||
// Verify the shutdown occurred
|
||||
Assert.IsFalse(server.IsServer);
|
||||
Assert.IsFalse(server.IsListening);
|
||||
Assert.IsFalse(server.IsHost);
|
||||
Assert.IsFalse(server.IsClient);
|
||||
|
||||
server.StartServer();
|
||||
// Verify the server started
|
||||
Assert.IsTrue(server.IsServer);
|
||||
Assert.IsTrue(server.IsListening);
|
||||
|
||||
// Wait several frames
|
||||
nextFrameNumber = Time.frameCount + 10;
|
||||
yield return new WaitUntil(() => Time.frameCount >= nextFrameNumber);
|
||||
|
||||
// Verify the server is still running
|
||||
Assert.IsTrue(server.IsServer);
|
||||
Assert.IsTrue(server.IsListening);
|
||||
}
|
||||
finally
|
||||
{
|
||||
// cleanup
|
||||
MultiInstanceHelpers.Destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Tests/Runtime/StopStartRuntimeTests.cs.meta
Normal file
11
Tests/Runtime/StopStartRuntimeTests.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 97a5298e33ee4d32be46ce84fecdcd06
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -56,8 +56,8 @@ namespace Unity.Netcode.RuntimeTests
|
||||
var networkManagers = MultiInstanceHelpers.NetworkManagerInstances.ToArray();
|
||||
|
||||
var server = networkManagers.First(t => t.IsServer);
|
||||
var firstClient = networkManagers.First(t => t.IsClient);
|
||||
var secondClient = networkManagers.Last(t => t.IsClient);
|
||||
var firstClient = networkManagers.First(t => !t.IsServer);
|
||||
var secondClient = networkManagers.Last(t => !t.IsServer);
|
||||
|
||||
Assert.AreNotEqual(firstClient, secondClient);
|
||||
|
||||
|
||||
@@ -112,6 +112,7 @@ namespace Unity.Netcode.RuntimeTests
|
||||
{
|
||||
s_Server = null;
|
||||
m_Peers.Remove(ServerClientId);
|
||||
m_LocalConnection = null;
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
|
||||
Reference in New Issue
Block a user